<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8" />
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>Unity WebGL Player | school</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico" />
    <link rel="stylesheet" href="TemplateData/style.css" />
    <style>
      html,
      body {
        margin: 0;
        padding: 0;
        width: 100%;
        height: 100%;
        overflow: hidden;
      }
    </style>
  </head>
  <body>
    <div
      id="unity-container"
      class="unity-desktop"
      style="width: 100%; height: 100%; margin: auto"
    >
      <canvas id="unity-canvas" width="1920" height="1080"></canvas>
      <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
          <div id="unity-progress-bar-full"></div>
        </div>
      </div>
      <div id="unity-warning"></div>
      <div id="unity-footer">
        <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">school</div>
      </div>
    </div>
    <script>
      var container = document.querySelector("#unity-container");
      var canvas = document.querySelector("#unity-canvas");
      var loadingBar = document.querySelector("#unity-loading-bar");
      var progressBarFull = document.querySelector("#unity-progress-bar-full");
      var fullscreenButton = document.querySelector("#unity-fullscreen-button");
      var warningBanner = document.querySelector("#unity-warning");

      // Shows a temporary message banner/ribbon for a few seconds, or
      // a permanent error message on top of the canvas if type=='error'.
      // If type=='warning', a yellow highlight color is used.
      // Modify or remove this function to customize the visually presented
      // way that non-critical warnings and error messages are presented to the
      // user.
      function unityShowBanner(msg, type) {
        function updateBannerVisibility() {
          warningBanner.style.display = warningBanner.children.length
            ? "block"
            : "none";
        }
        var div = document.createElement("div");
        div.innerHTML = msg;
        warningBanner.appendChild(div);
        if (type == "error") div.style = "background: red; padding: 10px;";
        else {
          if (type == "warning")
            div.style = "background: yellow; padding: 10px;";
          setTimeout(function () {
            warningBanner.removeChild(div);
            updateBannerVisibility();
          }, 5000);
        }
        updateBannerVisibility();
      }

      var buildUrl = "Build";
      var loaderUrl = buildUrl + "/Build.loader.js";
      var config = {
        dataUrl: buildUrl + "/Build.data",
        frameworkUrl: buildUrl + "/Build.framework.js",
        codeUrl: buildUrl + "/Build.wasm",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "DefaultCompany",
        productName: "school",
        productVersion: "0.1",
        showBanner: unityShowBanner,
      };

      // By default Unity keeps WebGL canvas render target size matched with
      // the DOM size of the canvas element (scaled by window.devicePixelRatio)
      // Set this to false if you want to decouple this synchronization from
      // happening inside the engine, and you would instead like to size up
      // the canvas DOM size and WebGL render target sizes yourself.
      // config.matchWebGLToCanvasSize = false;

      if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
        // Mobile device style: fill the whole browser client area with the game canvas:

        var meta = document.createElement("meta");
        meta.name = "viewport";
        meta.content =
          "width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes";
        document.getElementsByTagName("head")[0].appendChild(meta);
        container.className = "unity-mobile";
        canvas.className = "unity-mobile";

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
        // config.devicePixelRatio = 1;

        unityShowBanner("WebGL builds are not supported on mobile devices.");
      } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        canvas.style.width = "1920px";
        canvas.style.height = "1080px";
      }

      loadingBar.style.display = "block";

      var script = document.createElement("script");
      script.src = loaderUrl;
      script.onload = () => {
        createUnityInstance(canvas, config, (progress) => {
          progressBarFull.style.width = 100 * progress + "%";
        })
          .then((unityInstance) => {
            loadingBar.style.display = "none";
            fullscreenButton.onclick = () => {
              unityInstance.SetFullscreen(1);
            };
          })
          .catch((message) => {
            alert(message);
          });
      };
      document.body.appendChild(script);
    </script>
  </body>
</html>
